Upgrade to Pro
— share decks privately, control downloads, hide ads and more …
Speaker Deck
Features
Speaker Deck
PRO
Sign in
Sign up for free
Search
Search
Threedee Tales From Urban Bohemia
Search
Vicent Martí
July 07, 2013
Programming
910
3
Share
Threedee Tales From Urban Bohemia
An introduction to 3D graphics on the web using WebGL.
Vicent Martí
July 07, 2013
More Decks by Vicent Martí
See All by Vicent Martí
Unicorns Die With Bullets Made of Glitter
tanoku
6
590
My Mom told me that Git doesn't scale
tanoku
28
2.1k
Intergalactic Javascript Robots from Outer Space
tanoku
273
27k
Ruby is Unlike a Banana
tanoku
97
11k
Oh, you're so random
tanoku
14
2.6k
A talk about libgit2
tanoku
11
1.7k
Other Decks in Programming
See All in Programming
ドメインイベントでビジネスロジックを解きほぐす #phpcon_odawara
kajitack
3
780
2026-03-27 #terminalnight 変数展開とコマンド展開でターミナル作業をスマートにする方法
masasuzu
0
340
煩雑なSkills管理をSoC(関心の分離)により解決する――関心を分離し、プロンプトを部品として育てるためのOSSを作った話 / Solving Complex Skills Management Through SoC (Separation of Concerns)
nrslib
4
940
Kingdom of the Machine
yui_knk
2
310
Radical Imagining - LIFT 2025-2027 Policy Agenda
lift1998
0
350
Coding as Prompting Since 2025
ragingwind
0
830
forteeの改修から振り返るPHPerKaigi 2026
muno92
PRO
3
290
Offline should be the norm: building local-first apps with CRDTs & Kotlin Multiplatform
renaudmathieu
0
210
Cache-moi si tu peux : patterns et pièges du cache en production - Devoxx France 2026 - Conférence
slecache
0
240
「Linuxサーバー構築標準教科書」を読んでみた #ツナギメオフライン.7
akase244
0
1.4k
Making the RBS Parser Faster
soutaro
0
350
AIエージェントで業務改善してみた
taku271
0
530
Featured
See All Featured
GraphQLの誤解/rethinking-graphql
sonatard
75
12k
Claude Code どこまでも/ Claude Code Everywhere
nwiizo
64
55k
First, design no harm
axbom
PRO
2
1.2k
Scaling GitHub
holman
464
140k
Faster Mobile Websites
deanohume
310
31k
Future Trends and Review - Lecture 12 - Web Technologies (1019888BNR)
signer
PRO
0
3.5k
Context Engineering - Making Every Token Count
addyosmani
9
830
Leo the Paperboy
mayatellez
7
1.7k
The Anti-SEO Checklist Checklist. Pubcon Cyber Week
ryanjones
0
120
Fight the Zombie Pattern Library - RWD Summit 2016
marcelosomers
234
17k
The Straight Up "How To Draw Better" Workshop
denniskardys
239
140k
The B2B funnel & how to create a winning content strategy
katarinadahlin
PRO
1
330
Transcript
None
3D is hard
We’re building a videogame
We’re building a videogame
None
None
None
(You are being a smartass)
None
WHAT?
WebGL is A JavaScript API to render graphics accessing directly
the GPU
WebGL is not An API for 3D graphics
WebGL is not An OpenGL Wrapper
angle angle OpenGL ES 2.0 to DirectX 9 translation
angle angle OpenGL ES 2.0 to DirectX 9 translation
WHERE?
None
DIV
CANVAS DIV
WebGL context CANVAS “webgl” .getContext(“webgl”) WebGL context the
WebGL context WebGL context(s) a b a.getContext(“webg b.getContext(“webg
WHEN?
DRAW DRAW DRAW DRAW DRAW DRAW DRAW DRAW Not when
you want to
When the browser tells you to.
When the browser tells you to. requestAnimationFrame
BRO WHAT ABOUT DOUBLE BUFFERING
None
Tearing
Buffer A Buffer B
Buffer A Buffer B
Buffer A Buffer B
JavaScript doesn’t execute while the DOM is being rendered!
JavaScript doesn’t execute while the DOM is being rendered!
HOW?
Introducing... Jimmy the Vertex
I’m not looking forward to this...
(x, y, z)
+x +y +z RIGHT HAND REPRESENT
None
None
None
Local Space
World Space
Camera Space
Camera Space
Screen Space
xx xy xz Yx Yy Yz Zx Zy Zz {
} World Space Local Space Model Matrix
xx xy xz Yx Yy Yz Zx Zy Zz {
} Camera Space World Space View Matrix
xx xy xz Yx Yy Yz Zx Zy Zz {
} Screen Space Camera Space Projection Matrix
We could do the matrix operations in JavaScript
We could do the matrix operations in JavaScript BUT WE
DON’T
SHADER is a program that runs on the GPU. SHADER
a
(THAT WAS EASY)
N N It begins with an...
OT JAVASCRIPT N N It begins with an...
GLSL GLSL OpenGL Shader Language
precision highp float; varying vec2 t; varying vec2 pos; uniform
float time; uniform vec2 mouse; uniform int mouseLeft; uniform sampler2D tex0; void main() { float v1 = (sin(t.s+time) + 1.0) / 2.0; float v2 = (cos(t.t+time) + 1.0) / 2.0; float d = distance(mouse, pos); vec2 tt = vec2(t.s+sin(time/10.0), t.t+cos(time/10.0)); vec4 c1 = texture2D(tex0, tt) * 1.1; float avg = (c1.r+c1.g+c1.b)/3.0; float r = c1.r+v1*pow(avg,4.0) - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); float g = c1.g+v2*pow(avg,4.0) - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); float b = c1.g - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); gl_FragColor = vec4(r, g, b, 1.0); }
precision highp float; varying vec2 t; varying vec2 pos; uniform
float time; uniform vec2 mouse; uniform int mouseLeft; uniform sampler2D tex0; void main() { float v1 = (sin(t.s+time) + 1.0) / 2.0; float v2 = (cos(t.t+time) + 1.0) / 2.0; float d = distance(mouse, pos); vec2 tt = vec2(t.s+sin(time/10.0), t.t+cos(time/10.0)); vec4 c1 = texture2D(tex0, tt) * 1.1; float avg = (c1.r+c1.g+c1.b)/3.0; float r = c1.r+v1*pow(avg,4.0) - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); float g = c1.g+v2*pow(avg,4.0) - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); float b = c1.g - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); gl_FragColor = vec4(r, g, b, 1.0); } WELL THIS KINDA LOOKS LIKE JAVASCRIPT WELL THIS KINDA LOOKS LIKE JAVASCRIPT
precision highp float; varying vec2 t; varying vec2 pos; uniform
float time; uniform vec2 mouse; uniform int mouseLeft; uniform sampler2D tex0; void main() { float v1 = (sin(t.s+time) + 1.0) / 2.0; float v2 = (cos(t.t+time) + 1.0) / 2.0; float d = distance(mouse, pos); vec2 tt = vec2(t.s+sin(time/10.0), t.t+cos(time/10.0)); vec4 c1 = texture2D(tex0, tt) * 1.1; float avg = (c1.r+c1.g+c1.b)/3.0; float r = c1.r+v1*pow(avg,4.0) - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); float g = c1.g+v2*pow(avg,4.0) - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); float b = c1.g - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); gl_FragColor = vec4(r, g, b, 1.0); }
precision highp float; varying vec2 t; varying vec2 pos; uniform
float time; uniform vec2 mouse; uniform int mouseLeft; uniform sampler2D tex0; void main() { float v1 = (sin(t.s+time) + 1.0) / 2.0; float v2 = (cos(t.t+time) + 1.0) / 2.0; float d = distance(mouse, pos); vec2 tt = vec2(t.s+sin(time/10.0), t.t+cos(time/10.0)); vec4 c1 = texture2D(tex0, tt) * 1.1; float avg = (c1.r+c1.g+c1.b)/3.0; float r = c1.r+v1*pow(avg,4.0) - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); float g = c1.g+v2*pow(avg,4.0) - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); float b = c1.g - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); gl_FragColor = vec4(r, g, b, 1.0); } “
precision highp float; varying vec2 t; varying vec2 pos; uniform
float time; uniform vec2 mouse; uniform int mouseLeft; uniform sampler2D tex0; void main() { float v1 = (sin(t.s+time) + 1.0) / 2.0; float v2 = (cos(t.t+time) + 1.0) / 2.0; float d = distance(mouse, pos); vec2 tt = vec2(t.s+sin(time/10.0), t.t+cos(time/10.0)); vec4 c1 = texture2D(tex0, tt) * 1.1; float avg = (c1.r+c1.g+c1.b)/3.0; float r = c1.r+v1*pow(avg,4.0) - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); float g = c1.g+v2*pow(avg,4.0) - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); float b = c1.g - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); gl_FragColor = vec4(r, g, b, 1.0); } <script id="fragment-shader" type="x-shader/x-fragment"> </script>
document.getElementById document.getElementById
GLSL GLSL GLSL compile compile compile link
xx xy xz Yx Yy Yz Zx Zy Zz {
} xx xy xz Yx Yy Yz Zx Zy Zz { } Perspective Matrix Model View Matrix
attribute vec3 aVertexPosition; uniform mat4 uMVMatrix; uniform mat4 uPMatrix; void
main(void) { gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); }
attribute vec3 aVertexPosition; uniform mat4 uMVMatrix; uniform mat4 uPMatrix; void
main(void) { gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); } Output
attribute vec3 aVertexPosition; uniform mat4 uMVMatrix; uniform mat4 uPMatrix; void
main(void) { gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); } Output Uniforms
attribute vec3 aVertexPosition; uniform mat4 uMVMatrix; uniform mat4 uPMatrix; void
main(void) { gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); } Output Uniforms Attribute
None
None
xx xy xz Yx Yy Yz Zx Zy Zz {
} xx xy xz Yx Yy Yz Zx Zy Zz { } Passing Uniforms var ptr = gl.getUniformLocation(shaderProgram, "uPMatrix") gl.uniformMatrix4fv( ptr, false, new Float32Array(vertexes));
None
-1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0,
1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, Here come the vertices
-1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0,
1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, Here come the vertices
-1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0,
1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, Here come the vertices
-1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0,
1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, Here come the vertices
-1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0,
1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, Here come the vertices
cubeVertices = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertices); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); gl.bindBuffer(gl.ARRAY_BUFFER,
cubeVertices); gl.vertexAttribPointer(vertexPositionAttribute, 3, gl.FLOAT, false, 0, 0); 0,1,0 1,0,0 0,1,1 1,0,1 1,1,1 Passing Vertices
cubeVertices = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertices); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); gl.bindBuffer(gl.ARRAY_BUFFER,
cubeVertices); gl.vertexAttribPointer(vertexPositionAttribute, 3, gl.FLOAT, false, 0, 0); 0,1,0 1,0,0 0,1,1 1,0,1 1,1,1 Passing Vertices
xx xy xz Yx Yy Yz Zx Zy Zz {
} xx xy xz Yx Yy Yz Zx Zy Zz { } Uniforms gl_Position 0,1,0 1,0,0 0,1,1 1,0,1 1,1,1 [aVertexPosition] drawArrays*
xx xy xz Yx Yy Yz Zx Zy Zz {
} xx xy xz Yx Yy Yz Zx Zy Zz { } Uniforms gl_Position 0,1,0 1,0,0 0,1,1 1,0,1 1,1,1 [aVertexPosition] drawArrays*
xx xy xz Yx Yy Yz Zx Zy Zz {
} xx xy xz Yx Yy Yz Zx Zy Zz { } Uniforms gl_Position 0,1,0 1,0,0 0,1,1 1,0,1 1,1,1 [aVertexPosition] drawArrays*
xx xy xz Yx Yy Yz Zx Zy Zz {
} xx xy xz Yx Yy Yz Zx Zy Zz { } Uniforms gl_Position 0,1,0 1,0,0 0,1,1 1,0,1 1,1,1 [aVertexPosition] drawArrays*
xx xy xz Yx Yy Yz Zx Zy Zz {
} xx xy xz Yx Yy Yz Zx Zy Zz { } Uniforms gl_Position 0,1,0 1,0,0 0,1,1 1,0,1 1,1,1 [aVertexPosition] drawArrays*
Rasterization
None
None
Fragments
Fragment Shader varying lowp vec4 vColor; void main(void) { gl_FragColor
= vColor; }
Fragment Shader varying lowp vec4 vColor; void main(void) { gl_FragColor
= vColor; } Output
Fragment Shader varying lowp vec4 vColor; void main(void) { gl_FragColor
= vColor; } Output Variant
Variants Vertex Shader Fragment Shader
None
None
Color
Color Texture
Color Texture Lighting
Color Texture Lighting Specularity
Color Texture Lighting Specularity Normal Mapping
Color Texture Lighting Specularity Normal Mapping ...
Clear Canvas Load Perspective M atrixes Load O bject M
atrixes Render O bject
None
Three.js https://github.com/mrdoob/three.js A.K.A. use
3D is hard
3D is hard hard to understand
3D is hard hard to understand hard to learn
Hard to get right
But we need to try
None
twitter.com/vmg github.com/vmg
With demos from: http://wagerfield.github.io/flat-surface-shader/ http://lab.aerotwist.com/webgl/surface/ http://www.mrdoob.com/lab/javascript/beachballs/ http://plumegraph.org/